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A jam submission

An AdmirerView project page

Something loves you.
Submitted by Amanda Walker — 4 hours, 14 minutes before the deadline
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Play conversation

An Admirer's itch.io page

Results

CriteriaRankScore*Raw Score
Spooky Greatness#113.7603.760

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which category is your game in?

La Petite Mort (created in under 4 hrs)

What languages ​​do you participate in?

English

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Comments

Submitted

I love the concept, like a demented “Galatea” (IF by Emily Short).

I also love the voice of the presence.

spoilers for this and "Dark and Deep" But I have to say I got stuck many times. This is normal for me in a parser game. I tend to get wrapped up in the story, and then I hit a wall where I can't think of the word or phrase the game is waiting for to advance the story.

This happened to me (to a lesser extent) in “Dark and Deep,” though I chalk it up to me at first not understanding what the “gameplay loop” of that story would be. And the story/environment of that story were more immersive, so it would’ve taken more to actually pull me from the experience.

But this one is already so immediate that I very quickly reached repetitive responses that chased their own tails, and trying every word from them never cracked open the next moment. So I got the impression that there was a single word or concept I probably saw but unwittingly chose something different to enter, and now to make progress I’d have to revisit all my previous entries and whittle down the words from each.

So the concept is wonderful, and a great idea for a Petite Mort, but I think it could benefit from some more time and a bit of expansion of its possibilities and prompts to help maintain the conversational aspect.

I acknowledge that this isn’t an easy task, so also kudos to you for taking it on. And I’ll add that the conversational aspect of “Dark and Deep” is much more successful, possibly because it feels like the conversation with the old woman has more subjects to explore.

The slippery nature of the conversation in “An Admirer” makes it hard to feel it’s building toward something (your possible murder or takeover by the presence?) and so despite the presence’s expressed desperation, quitting feels like an easy out for me as the subject of its affection.

Submitted (2 edits) (+1)

Wow that got rather worrying fast! There’s something extra creepy about a game that seems to be responding to conversational text in real time like this. This game is a great fit for Ectocomp :) It had me suitably unsettled especially by the time I decided to close it, given the day I played it I was alone in the house late at night with branches scratching on the walls outside in the wind to add to the atmosphere.